Author Topic: Space Battleship Yamato for FS2?  (Read 2147 times)

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Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Space Battleship Yamato for FS2?
Would that be nifty or what? :)
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
Re: Space Battleship Yamato for FS2?
there was a captain harlock boat floating around the HLP pages way back when.
   //Warning\\
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do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Space Battleship Yamato for FS2?
I'm (currently? yeah right) in the middle of messing with them all (Harlock, StarBlazers, More...)

Multipart turrets are my bane... (I'm not a modler, just a converter)

I recently trried an experiment to upgrade the turrets on Yamato (Argo). I liked the results and want to do so for the whole fleet. (I'm waiting permission before I do more, though I did try the Arizona).

Here's a pic of the new look, yes I know they are misalinged, it was fine in TS!...
I think I know what happened. My first run through I had the turrets stright to the bow and stern, they wouldn't work right no matter what axis I used. Then after talking to Karajorma, I made them point stright up.

Problem was Truespace fought me and it took forver to get them to rotate up as every time I changed one field the other two would get changed also (I know this was an early program but not having a field lock feature SUCKS!!!) I got all the barrels up in about an hour. I still ahd to mess around with axis in model view to get them to function right and at first it looked fine until I got in close and saw the turrets for screenies (I like light to be darker than normal).

Here's what I think happened: Some of them got turned around after I already made the axis for them (fighting to make them go up and I had no idea if they were facing forward or back) and it might have been slightly off to begin with so instead of being a little high (which would have been fine), it became a little low and really stands out now.

Moral of the story:  Me + Turrets =  :mad: :hopping: :mad: BAD!

Note I also planned later on to change out the point defense turrets you see on the sides of the lower bridge (8 each)




« Last Edit: September 03, 2006, 11:51:07 am by Getter Robo G »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
Re: Space Battleship Yamato for FS2?
trueSpace has axis locks. If you're using 3.2, look at the lower right for X Y Z. Click those to lock each axis. The grid button, near the middle, when clicked turns a greyish color and by default locks horizontal moves to 1 grid unit and rotations to 45 degree steps. Rightclick the grid button to adjust those settings.

Click and hold the grid button to see the axis buttons for move axes to center of object, normalize location (moves to the grid origin), etc.

Rightclick the arrow cursor button for a panel into which you can manually enter position, rotation, size etc.

The easiest way to set the barrel angles would be to point them straight fore or aft then switch to Left view, click grid then object rotate then hold the RIGHT mouse button and move the mouse to snap the barrels straight up. Right button ALWAYS works on the Z axis and in top, left and front views (bottom, right and rear too in 5 and up) the Z axis is always 'into' the screen.

What's annoyed me about trueSpace ever since 2.0 is it doesn't have an option to use 3 button mice (or the wheel button) so each button works one axis. Maybe they've FINALLY got that in tS7?

The buttons do the same things in all versions of trueSpace, except with the introduction of those #$^$@ 3D controls in version 5 and later you have to change from the default configuration to get them. They also switched from a checkered shading for selected buttons to an outline highlight.

I got the demo for trueSpace 7, BIG differences in the UI, mostly all new icon graphics on the buttons, though by default a lot of the buttons they tried to hide in previous versions are visible. Really needs a 21" monitor at some insanely high resolution (I happen to have one for my new PC...) and/or a second monitor to push all the extra bits onto.
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Space Battleship Yamato for FS2?
Thanks for the info.. I'll try to digest it this weekend. (or at the very lest save your post in a text file and drop it in my folder  ;))...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)